/Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneBlenderSystem.h
A simple example of 3 blended floats is as follows: Entity Data: Inputs: float [float component], uint16 [blend channel input], [Absolute Tag] => [ { 100.f, 0 }, { 200.f, 1 } ] float [float component], uint16 [blend channel input], [Additive Tag] => [ { 50.f, 1} ] Outputs: float [float component], uint16 [blend channel output] => [ { 0.f, 0}, { 0.f, 1} ] To perform blending for this data, accumulation buffers are allocated per-blend-type, and each blend accumulates into the index of its blend channel input component. A final combination pass walks over blend channel outputs a writes the results into the result component from the accumulation buffer.
class UMovieSceneBlenderSystem : public [UMovieSceneEntitySystem](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem)
TBitArray
AllocatedBlendChannels
Bit array specifying currently allocated blend channels
int32
SelectionPriority
Priority to use when selecting a blender system for a given set of entities.